The graphics are very nice considering the layout was designed back in 1997-1998. Sounds and music are top notch, and really drag you into the world. Characters speak, and even speak when they cast various spells. it brings you into the world even more. NPC's are life-like with various advanced scripting that gives designers a lot of flexibility when it comes to their imagination and where they want to go. The single player campaign is a bit on the easy side however, and lacks challenge. For instance, in the beginning of the game you are given a stone. When clicked, this stone will teleport you to a safe location in a temple. If you are in trouble, merely click the stone, even if you are in battle and about to die, rest and conjure pets, go back into the portal and start fighting again. This makes any of the combat in Neverwinter Nights trivial in the single player game. What they should have done was put a time limit on the stone itself so you had to wait for a period of time before being able to use it. Or at least, make it so you could not use the stone while in battle. Another downfall is the lack of realism. For instance, I cannot use an item because it is of too high level, but never mind this torch I have had for the last 5 months, it never runs out. Item drops become very monotonous after the first chapter. See a treasure chest, open it, see gold or a gem - rare chance of an item you have already looted about 15 times already. For example, in chapter one I must have found about 15 belts that added a 15 to magic resistance. Not once did I see anything different. Just that belt. Something doesn't seem to be working correctly there.
Some nice spell effects rain down on a near-by target Neverwinter Nights comes with a nice map. But, unfortunately this is also bugged. When I enter a dungeon I have never been in, I look at that map to see where I have been going. A major bug in the game, that Bioware has yet to even acknowledge, is the map will fill itself out in random places even if you have not been there. This is caused by view obstruction. For example, your character moves in front of a stone pillar. That stone pillar will vanish to reveal any possible loot so you do not have to manipulate around that pillar. But what happens, is the stone pillar will vanish, and any rooms in front of that pillar, even though you have not been there, will automatically show up on the map. It is VERY frustrating to say the least. In Chapter 2 I had no clue where I had been in 3 out of the 4 cave areas I was exploring. Hopefully this will be fixed in a patch as soon as possible.
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